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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
Uploads: 1
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Hello!
Is there any mod that incorporates the mk 24 fido aerial torpedo. I know that GWX Gold programmers decided not to replicate it , which is a pity because it would really be fun in avoiding getting hit/sunk by one of the most dangerous ASW weapons. Could Zaunkonig /Falke torps be replicated in some kind tfor allied use? Last edited by igorlikespike; 11-09-11 at 04:22 PM. |
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#2 |
Eternal Patrol
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The main reason it hasn't been done is that it wouldn't be fun at all. An airplane is coming. You dive. Then you're told you are dead. You don't see it coming, you don't hear it coming because you don't expect it. It's like hitting a mine in the game. It doesn't tell you why you died, just that you died.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Chief of the Boat
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SPLASH, BANG...GOODBYE!!
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#4 |
Rear Admiral
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I don't remember if SH3 has all the "variables" to play with in the SIM file for torpedo's as SH4 does, but assuming you had enough to play with, you could make them very finicky and only detonate under ideal, hard to obtain circumstances. According to the wiki on it (yeah i know, i know), the Mark 24 only had a 22% success rate. (which is almost 1 in 4 of them working, but it's not like it was a sure fire uboat killer)
http://en.wikipedia.org/wiki/Mark_24_Mine |
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#5 |
Pacific Aces Dev Team
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But in SH3 there is no AI for air dropped torpedo
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One day I will return to sea ... |
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#6 |
Rear Admiral
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#7 |
Eternal Patrol
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The problem I see with that is, it doesn't matter if they work or not. If they don't work the u-boat crew would never know. If it did work the u-boat crew would never know. Well, you'd know you died, but probably not why.
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“Never do anything you can't take back.” —Rocky Russo |
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#8 |
Gunner
![]() Join Date: Mar 2007
Location: Los Angeles
Posts: 99
Downloads: 82
Uploads: 0
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YES! You would know if you were listening on hydrophones.....torpedoes are audible even at long range thru hydrophones.
It's actually kind of eerie to listen to....a hum and a wail at the same time. Anyone ever listened to your own torpedoes running hot?? ![]() I personally would love to see the MK24 modeled....would add some bone- cracking suspense IMO. |
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#9 |
Eternal Patrol
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Your example of running hot and true works because the soundman is specifically listening to his own torpedoes for abnormalities. If the soundman is listening in the right direction he might hear a FIDO coming. Of course if it's running true it will be the last thing he ever hears. My point was that being killed by a wandering monster you can't do anything about is not fun.
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“Never do anything you can't take back.” —Rocky Russo |
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#10 | |
Gunner
![]() Join Date: Mar 2007
Location: Los Angeles
Posts: 99
Downloads: 82
Uploads: 0
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![]() Life & death on a U-Boat was swift and ugly....and without pity or remorse. Not unlike a tree that falls in the forest...with no-one around. Why would a player interested in realism and historical fact hide from such a feature? If you get under quick enough...Fido won't get you....hesitate and....BOOOM! |
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#11 |
Gunner
![]() Join Date: Apr 2010
Posts: 92
Downloads: 227
Uploads: 0
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But what if I stop the engines, or drop a decoy, what happens?
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#12 | |
Rear Admiral
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My counterpoint to that is the majority of people who play any SH title, are eye candy whores. Most people have the external camera on half the time anyway. Barring that, event camera would pick it up too when the airplane attacked. edit: It also occurs to me that one could give this homing torpedo a unique splash sound when it hits the water, and make it audible to the player. Similar as to what was done in SH4 for depth charges. |
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#13 | |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
Uploads: 1
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Woohoo! I never thought that this question would raise so many responses. Nice! ![]() I know that it is not fun to get killed by something you do not see as Sailor Steve and jimbuna said, but if we all want to be as close to realism as possible, then we should at least try to model this serious threat to u-boats after March 1943. I guess that from the gameplay point of view it is far more fun to be playing the "Happy days" campaign in 1940 and early 1942, than the period after March 1943. with all the advanced ASW capabilities, but being an u-boat ace in the "tough period" is something all of us are trying to be. I accept the Ducimus criticism of using the event camera. Of all the options, this is the ONLY ONE i am using (97% realistic), so from now on, in campaigns, I am swiching this option off permanently. But correct me if I'm wrong, the hedgehog dc pattern doesn't make enough sound for my sonarman to pick up, unlike normal DC (dc in the water sir). So, if you get hit by a hedgehog dc and not using event camera, you will not know what hit you, THE SAME as you wouldn't know if a fido homed on your u-boat. My only wish is that i would have the same modding abilities as some oy ou guys so that i could mod the fido mysef instead of just talking about it. |
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#14 | ||||
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#15 | |
Helmsman
![]() Join Date: May 2011
Location: Slovenia
Posts: 101
Downloads: 139
Uploads: 1
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![]() Quote:
But when you mention mines - in GWX 3.0 they are included and the only advice the mod programers give you to counter them is to stay away from minefilelds. I know that approacning &attacking a port is a very risky business primarily because of mines so I seldom try it. And according to the GWX 3.o manual the minefield barrier on the eastern English coast is simulated, though I never got killed by it, even when travelling at periscpe depth - depth that mines were specificaly set so as to kill u-boats. Even if you hit a mine you do not always get killed straight away-i tried it deliberately. And according to the figures quoted below, firing a fido did not always result in a straight u-boat kill, some boats were only damaged by it. |
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